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Social Media
- -user generated
- -peer production
- -blogging
- -tagging
- -customer ratings & reviews
- -building communities
- -sharing & repruposing content
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Stop Online Privacy Act
Protected IP Act
- to make it harder for sites to sell or distribute pirated copyrighted material .
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Computer Mediated Communication (CMC)
any communicative transaction that occurs through the use of two or more networked computers===text messaging
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Characteristics of CMC
- -synchronicity
- -persistence/recordability/archivabling
- -anonmity/pseudonmity
- -replicability (copy/paste)
- -search ability
- -scalability
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Social Presence Theory
- Focus on video conferencing
- Classified media according to how (important) communication partners are to each other.
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Media Richness Theory
How much info a communication medium can successfully transfer.
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Different types of media should be used for different communication task.
- Rich Mediums
- -F2f
- -Video Conferencing
- -Telephone
- -2 way radio
- -Written, Addressed Document
- -Un addressed Documents
- Leaner Mediums
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Media Richness Theory "optimal match"
- 1) # of cue systems available
- 2) availability of immediate feedback
- 3) possibility of message personalization
- 4) Style of language
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Social Information Processing Theory
- CMC has to take the place of F2F in certain cases.
- Ex: emoji-icons
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Social Identity/ Deindividuation Theory
- -examines effect of CMC on groups
- -attend to cues about group affiliation & use the basis for relating & forming
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Hyperpersonal Model
- -online relationships can be more socially desirable than we tend to experience in parallel F2F
- -Focuses on sender, receiver, channel & feedback effects
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Online Disinhibition Effect
- -tendency for ppl to act differently online.
- Reasons
- 1) Dissociative anonmity
- 2) Invisibility
- 3) Asynchronicity
- 4) Solipsitic Introjection
- 5) Dissociative Imagination
- 6) Minimization of authority
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Identity is expressed through symbolic markers
- Offline: clothes, hair, body modifications
- Online: myspace profile, emails, choice of usernames
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Online Environment Affects Identity
- -socially constructed: we conceive identiity based on imput from others
- - Different environments can cause various aspectes of our identity to become more salient.
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MUDs: Multi User Dungeon
- -gives ppl the chance to express multiple & often unexplored
- aspects of the self.
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Warranting Theory
Warranting value how safe a piece of information is from manipulation info from others is valued higher than info from. i.e. letters of rec
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3rd Place Communities
- -neutral ground
- -leveler
- -conversation is main activity
- -accessibility & accommadtion
- -mood is playful
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Charateristics of Online Community
- -shared interest
- -no time or space boundaries
- -honest & open communication
- -no time/ space boundaries
- -interdependence / mutual support
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Life Cycle of Online Member
- Peripheral (Lurker)
- Inbound (Novice)
- Insider (Regular)
- Boundary (Leader)
- Outbound (Elder)
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Approaches : Utopian/ Distopian
- Distopian
- -escaping real world problems non-authentic
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Social Capital
- Bridging: Large, weak networks
- Bonding: Strong Ties
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MMO
- -Adventure/ Role-playing
- -Strategey
- -Casual/ Social
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8 Components of Flow
- 1) Challenging activity that requires skill
- 2) Action & Awareness coming together
- 3) Clear goals
- 4) Direct, immediate feedback
- 5) Concentration of task at hand
- 6) Sense of control
- 7) Loss of self-consciousness
- 8) Altere sense of time
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Taxonomy (Batles)
- -Achievers
- -Explorers
- -Socializers
- -Killers
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Dervived Cultures
- -Virtual Economic
- -Professional gaming (e sports)
- -Game addiction facilities
- -Identity issues
- -Pop culture
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Proteus Effect
Ppl conform to the expected behaviors of the avatar.
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Motivations for Play
- -seek interaction w/ existing friends
- -friends request them to play
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SNG use on Social Relationships
- Initiating
- Maintaing
- Enhancing
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Initiating
Find new people & becoming Facebook friends (common interest)
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Maintaining
Keeping connected w/ existing acquaintances ( low communication cost)
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Impression Management
Sum of behaviors individuals engage into either control or manipulate oberver attributes of them
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Social Capital
totals actual & perceived benefits dervived from interaction w/ your social network
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Uncertainity Reduction Theory
when ppl meet, they try to reduce uncertainity about other person through disclosures
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Social Penetration Theory
relational intimacy increases as partners share more intimate information w/ each other
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Stage Models of Relational Development
- 1) Initiating
- 2) Experimenting
- 3) Intensyfing
- 4) Integrating
- 5) Bonding
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5 Dimensions of Relationship Maintenance Behaviors
- 1)Positivity
- 2) Openness
- 3) Assurances
- 4) Sharing Task
- 5) Networks
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Role of Web 2.0 Technologies- 4 Important Attributes
- 1) Asynchronous
- 2) Messages Can be widely disseminated
- 3) Systems fost participation, feedback & interactivity
- 4) Systems can be embed multimedia sources from other sites
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Factors influencing online-self presentation
- Reduced Cues Environment
- Asynchronicity
- Shared Contextual Expectant
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Factors Influencing Online-Self Presentations: Reduced Cues
- -selective self-presentation
- -having to " tell" what you might rather show
- -ambiguity introduced by the telling process
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Factors Influencing Online-Self Presentation: Asynchronicity
-users have more time to contemplate their messages & more cognitive resources to do so.
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Profiles As Promise
The profile constitutes a promise made to an imagined audience that future F2F interaction will take place with someone who does not differ fundamentally from the person represented by the profile.
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Foggy Mirror
individuals self-image differs from others perceptions of that person.
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Digital Deception
intentional control of information in a technology mediated message to create a false belief in the receiver of the message : text & images
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Identity Based Deception
falsly portraying oneself or an organization.
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Message Based
content of messages are deceptive.
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Deceptive Tatics: Masking
Removing Critical info
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Deceptive Tatics: Dazzling
obscuring critical info
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Deceptive Tatics: Decoying
distracting victim
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Deceptive Tatics: : Mimicking
assuming anothers identity
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Deceptive Tactics: Inventing
making up information
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Deceptive Tactics: Relabling
describing transaction to intentionally mislead.
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Deceptive Tactics: Double Play
convincing victime s/he is the deciver
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CMC Liars
- -use more words
- -more expressive
- -fewwer self-references
- -more informal
- -make typological errors
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CMC Characteristics that decrease deception
- -Recordability
- -Persistance of info
- -Anticipation of future offline interaction
- -Warranting
- -Publicness
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CMC that affects Deception
- -synchronicity
- -recordability
- -whether participants are distributed.
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